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[CP] µ12: Combo Index

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BBCP_Header_Combo_Thread.png

Information:
  • -

[table=width: 700, align: center]


General Notations Used
Guide Specific Notations Used


[table=width: 350, class: grid, align: center]

j
Jump


sj
Super Jump


ad
Air Dash


iad
Instant Air Dash


jc
Jump Cancel


sjc
Super Jump Cancel


CH
Counter Hit


FC
Fatal Counter


RC
Rapid Cancel


[ ]
Hold Input


(N)
Attack must deal N amount of hits.


[???] xN
Repeat ??? N amount of times.

[/table]
[table=width: 350, class: grid, align: center]

DM
Damage


HG
Heat Gain %


Text
Net Stein Change


x
Input Replaceable


:
Delay following input for a small peroid of time.


66~
Dash until within range/As far as appropriate.


4ADC/6ADC
Stein recovery Airdash Cancel.


}{
Stein Laser Fire, used to link normally impossible routes.

[/table]

[/table]


Midscreen:

Resourceless
  • - S - Crouching/Air Confirm to SoD Ender: (/HCA (Extra 5c/2c Excluded)) > 5c > 6c > Tachi > j.(6/5)d > ABDC > j.c > j.2c > 66~2b > SoD = 2276-2782/16-19
  • - N - Crouching/Air Confirm to Charged Route - 6b/5b CH: > 6c > Tachi > j.2d > ABDC > :j.c > 662b(/5b) > 5c > 5[D] > j.b > j.c > j.2c > j.5[D] > ADC > j.c > 665c(/6a) > 2c > j.c > d.jb > j.2c = 3515-4624/25-33 (Spacing specific)

Throw


  • - (j.)(4)BC > 662b(/5c/6a/5b) > 2c > j.2c > 66~2b > 6a > 6b > 6c > x.d > j.2c (/SoD) = 3094-3363/22-24
  • - (j.)(4)BC > 5c > 6c > Tachi > j.5d > ABDC > :j.c > 66~5b > 6a > j.2c = 3139/22-24 (Character specific)



Corner:

Resourceless
  • - S - (/HCA) > 5c > SoD > 66~6a > 6b > 5d > 623c
  • - N - 5c(/6a/2c/3c) > SoD > 66~6a > 5c > 2c > sj.2c > j.5d > 662b > 5c > 2c > 5[D] > j.c > j.2c > 3c > sj.2c
  • - 6b > 6c > SoD > 66a > 5c > 2c > sj.2c > j.5d > 2b > 5c > 2c > j.c > j.2c = 3304/23
  • - 2C/6c Ch > 5[D] > SoD > 66:2c > 5[D] > ]D[ > CT > 5c > 2[D] > ]D[ > j.b > j.c > j.2c > j.214[d~] > 6c > 5d > Omohikane = 7609/50-25+25-50

OD + 50 Meter


  • - N - (/HCA) > SoD > 66~6a > 6b > 4d > 623c > RC > OD > 5c > 2c > 214d > 4d > 214d (Add 1x(5d4d > 214d > 4d > 214d) for every 25% extra OD value) > j.2c > 632146c

Throw


  • - Back to Corner: j.BC > (4/6~) 6a > 6b > 5d > SoD > 5c > 214d > 6c > Tachi > j.2d > ABDC > j.c > j.623c = 3760/27 (Character specific)
  • - BC > (66~)5c > 2c > (7)sj.2c > j.6d > 2b > 6a > 6c > 5d > 7sj.2c > 663c > sj.2c = 3404/24
  • - BC > (66~)5c > 2c > sj.2c > j.5d > 2b > 5c > 2c > j.c > j.2c = 3311/23 (Character specific)



For other combos, check the wiki, for now: http://www.dustloop.com/wiki/index.php?title=Mu-12_(BBCP)#Combos Edited by C0R

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Thread is open for business, I'll be transcribing and testing obsessively over the course of the week, so stay tuned either in here or in the skype chat for combo development discussion.

Copypasta

This is just an overview from watching videos, will get updated when bbcp arrives. Sometimes hard to tell which combos actually deal more damage since starters vary. If you guys want to contribute some others that you found feel free to share, but they should at least have a reason to justify their use as opposed to those listed. Kind of want this to be somewhat easy to understand and use as well, so if you have any feedback on the format, please share that as well. Stein placement inputs changed so I didn't want to write the wrong ones so I left most of them blank for now, notation may also be wrong as I can't test these.

Notes : Combos are listed as often as possible ending in 6c or j.2c, this allows you to pick your ender, whether it's 6c 5d SoD, 6c 5d j.2c, 6c setup, or 6c omohikane. Corner combos end in 2c when possible, allowing decent setups. SoD ender seems good for corner carry and meaty, but no setup.

2c OTG does not work on at least bang, maybe more?

2c 6c does not combo on Carl, Bang, Mu, maybe more?

midscreen, *6a 6b* route exists but doesn't seem optimal... yet?

ad : airdash

bd : backdash/air backdash

: : delay

[d] : charged

tachi : new move

omo : omohikane

Midscreen :

bad starters (5a 2a DP throw airthrow projectile) :

air hit : (5b) 2c j.2c 2b 5c 6c

standing hit : anything into 3c/SoD

crouching hit : anything into 5c 6c (optional tachi into crossup/fake)

throw/airthrow? : dash 5b 2c j.2c 2b 6a 6b 6c

50 meter : ...3c rc 2c 8jc ad j.b j.c j.2c dash 2c 6c

50 meter : ...3c rc 5c 6c tachi j.6d bdj.c j.DP

50 meter : ...3c super. damage values need to be tested, might be most efficient.

normal starters (everything else, besides counter assault and burst)

midscreen easy routes :

*tachi 3c short* : ...6c tachi j.6d bdj.c j.2c 3c j.2c (3c SoD) -when starter took over 4 normals including j.2c before 6c

*tachi 3c route* : ...6c tachi j.6d bdj.c j.2c 3c iad j.b j.c j.2c (3c SoD) -seems easiest and most stable

*tachi 2b route* : ...6c tachi j.6d bdj.c j.2c 2b >d? j.b j.c j.2c (6a SoD) -more steins, better oki

*tachi sj route* : ...6c tachi j.6d bdj.c j.2c 2b delay 2c sj.c j.b j.c j.2c (2c SoD) -more damage, better oki

*2c tachi route* : ...2c j.2c dash 2b 5c *tachi 3c short* (anti air hitconfirm)

*2c sj route* : ...otg 2b 2c sj.:c j.b j.c j.2c 2b 5c 6c

*sideswap sj route* : ...6c tachi 2b 2c sj.:c j.b j.c j.2c (gets out of corner)

midscreen hard routes :

*tachi charged route* : ...6c tachi j.2c bd delay j.c dash 5b/2b 5c 5[d] j.b j.c j.2c j5[d] ad delay j.c dash 6a 2c j.c j.2c (might require max 1 normal before 6c, to be tested)

*2c ad loop* : ...2c 8jc ad j.b j.c j.2c 2c 8jc ad j.b j.c j.2c 2b 6a 6b 6c

*6a ad loop* : ...2c 8jc ad j.b j.c j.2c 2b 6a 8jc ad j.b j.c j.2c 2b 6a 6b 6c

Most normals lead to the same combos. Air hits, either gatling into 6c and pick a tachi route, or go into 2c and take a 2c route. Crouching hits go into 6c and then a tachi route. Standing hits, need meter to go 3c RC and then either head towards a 2c route or 5c 6c for a tachi route.

Specific combos :

2c CH :

2c CH jump :ad j.c j.2c 2b 5c *tachi 3c short* (need to test with this move)

2c CH 5c *pick a tachi route* (does this work?)

6a AA :

6a 5c *pick a tachi route*

6a 2c *pick a 2c route*

6a 8jc ad j.b j.c j.2c 2c 8jc ad j.b j.c j.2c 2c 8jc ad j.b j.c j.2c 2c 6c

6a ad j.b j.c 6a 8jc ad j.b j.c 6a 8jc ad j.b j.c 6a 8jc j.b j.c j.2c 2c 6c

6c :

??? (I'd probably go 6a AA route and end with j.2c)

SoD CH:

??? (Either 5c 6c etc. or 6a 2c etc. I guess?)

Overdrive :

can replace RC for most midscreen combos as in ...3c OD *5c/2c/6a*, and then do normal combos if HP is full as it's not going to last anyways. You can also use it right before doing a super, like 6c OD omo, or 3c OD omo, or prob j.2c OD omo if you don't want to learn these.

bad prorate fullhp : ...3c RC 6a jc OD 2a 5c 6c 2d? iad j.b j.2c j.214d omo

bad prorate halfhp/lowhp : ...3c RC 6a jc OD 5a 6a 6b 6c 2d? iad j.2c j.214d omo

cancel fullhp : ...3c OD *2c route/5c 6c tachi route*

cancel halfhp : ...3c OD 2c 5c 6c >d? iad j.b j.2c j.214d omo

cancel lowhp : ...3c OD 2c 6c >d? iad j.b j.c j.2c j.214d dash >d? j.b j.2c j.214d omo

Corner :

Bad starters :

Ground hit : ...SoD 5c 6c

Air hit : ...2c sj.2c j.2d 2b 5c 2c j.c j.2c (probably? doubt it)

Throw : 6a 6b 6d SoD 6a 2c sj.2c

Throw : 6a 2c sj.2c j.2d 2b 5c 2c j.c j.2c (for characters above does't work on)

Airthrow : 6a 6b ?d SoD 2c j.2c? (if above doesn't work)

Normal starters : (damage values are approximate, and for 2b starter)

Easy routes :

*EZ Route* : ...SoD 5c 2c j.2c 2b 5c 2c sj.2c j.2d 2b 5c 2c (j.c j.2c/sj.2c?) (3.5k, most common, easiest)

*BS Route* : ...SoD 5c 2c delay j.b j.c j.2c j.2d 2b 5c 2c j.c j.2c (3.4k, lots of burst safe points until j.b)

*CT Route* : ...SoD 5c 6c CT dash 5b 2c j.2c j.2d? 2b 5c 2c j.c j.2c (4k, easy from farthest)

Hard routes :

*MaxDmg 1* : ...SoD 6a 6b 2d? j.b j.c j.2c j.d ad j.c j.2c j.214[d] j.2c (3.9k)

*MaxDmg 2* : ...SoD 6a 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214[d] j.2c (3.9k)

*Meaty Shot* : ...SoD 6a 6b 2d? j.b j.c j.2c j.6[d]? ad j.c j.2c (3.1k)

*Delayed Shot* : ...SoD 5b 2c sj.2c j.xd 2b 5c 6c 5d xd j.2c j.[d] ad j.2c (3.2k)

*2b 2steins #1* : ...SoD 2b 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c sj.2c (3.4k)

*2b 2steins #2* : ...SoD 2b 5c 2c sj.2c j.>d? 2b 6a delay 2c xd? j.2c 3c j.2c (3.4k)

*H.H route* : ...SoD 5c 2c j.c j.2c 2b 6a 6b 5d j.a j.b j.c dj.c j.2c (3.6k)

Overdrive :

Bad starters : tbd

fullhp? : 2b 3c SoD 2b 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c (falling)OD 3c 214d 6c omo (5356)

fullhp : 2b 5c SoD 6a 6b ^d? j.b j.c j.2c j.5d 6a jcOD 5a 6a 214d ^d? 214d j.2c omo (5203)

halfhp : 2b 5c SoD 6a 6b ^d? DP RC OD 5c 2c 214d (^d? 214d)x3 j.2c 2c omo (6830?)

Edited by C0R

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Just some ideas I've been kicking around:

Airthrow->6C->tachi->j.6D->bdc.C->j.2C - 2582 dmg./18 heat. Works midscreen, I couldn't get the other two to work for me (chalking it up to operator error).

Airthrow->rapid j.C->j.2C->dash 2B->5C->6C->tachi->j.6D->bdc.C->j.nD - 2995 dmg./14 heat after rapid. Again, works midscreen, and you can either RC before her flip (requires you to jump backwards in order to land j.C), or RC after she's in the air, and just airdash forward. Either way, I don't really like this one because I like ending with knockdowns. I couldn't figure out how to get j.DP to link like in one of the 3C RC combos. Anyone have any ideas?

My execution just shot out because it's so late, but I'll try to check the damage on the 50 meter 3C combos later.

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I've created some oki ender ideas in the corner and some crush trigger midcombo ideas.

~ means delay

{input} means charged

[input] Means setting it

]Input[ means a previously set or pressed input hits.

Corner oki:

2B>5C>2C>sj.2C>j.5D>2B>5C>~2C>j.2C>{j.214D}

2B>5C>2C>sj.2C>j.6D>2B>~5C>~2C>j.2C>j.5D>j.236D

Crush Trigger ideas:

(Midscreen)(Tested)

X>6C>63214B>[j.6D]>44j.5C>j.2C>663C>]j.6D[+Crush Trigger>Ect

(Corner)(Untested)

X>2B>5C>2C>j.2C>[j.6D]>2B>2C>j.2C>]j.6D[+Crush Trigger

and

OD Combo (Corner)(Fatal)(Untested, but should work)

6C(Fatal)>[5D]>j.OD>66A+]5D[>j.2C>2B>5C>2C>sj.2C>j.5D>j.66+]5D[>j.5C>j.2C>2C>]j.5D[+j.2C>3C>]5D[+j.2C>663C>632146C

not too damaging but looks cool and should work. I keep dropping it on the last 2C>]j.5D[+j.2C part

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Corner Setup - combo finishing on high j.2c j.2[d]

meaty 2b 5b 5c 3c IAD ]d[ j.c j.2c 2b 6a 6b 5d j.a j.b j.c dj.c ]d[ j.2c (3511)

meaty (2a) 6b ]d[ dash 5c 6c SoD 6a 5c 2c sj.2c j.5d dash 2b 5c 2c j.c j.2c (3984)

Midscreen Setup - blocked j.b j.5d

(2a 6a) 2b 3c ]d[ IAD j.c j.2c dash 2b 6a 6b 6c tachi j.6d abdc j.c j.2c dash 3c j.2c (3170)

(late 2a) 6b ]d[ 5c 6c tachi j.6d abdc j.c j.2c dash 3c IAD j.c j.2c (2994)

Corner Version - blocked j.b j.5d

(2a 6a) 2b 3c ]d[ j.2c 2b 6a 6b 5d j.a j.b j.c dj.c ]d[ j.2c

(2a 6a 2b 3c ]d[) IAD j.b 2b 3c RC dash 6a 6b 6c tachi 2b 2c sj.2c (could most likely be optimized)

(2a) 6b ]d[ dash 5c 6c SoD 6a 5c 2c sj.2c j.5d dash 2b 5c 2c j.c j.2c (3528, same as setup above, but tighter dash)

Parenthesis meaning moves that are blocked. If the hits connect the laser does the hitconfirming, if they block it lets you get in again.

Midscreen overdrive

2b 3c OD 2c 5c 6c 2d 7jc ad j.b j.c j.2c j.214d dash omohikane = 4401 (requires <54% hp)

2b 3c OD 2c 5c 6c 2d 7jc ad j.b ]d[ j.c j.2c j.214d dash 2d j.b ]d[ j.2c j.214d dash omohikane= 5733 (requires <12% hp)

That's weird, I thought overdrive duration was by 10% hp step but I guess it really does vary between the numbers. first combo will work at 53% but not 54%, works at 11% but not 12% for the second one.

If you're always getting stein instead of 3c overdrive cancel, just hold down all four buttons immediately after pressing 3c, it'll cancel automatically at the first possible frame.

Also, practicing this gave me the idea that 3c RC can also take a similar route, which still does decent damage

2b 3c RC delay 2c 5c 6c 2d 7jc ad j.b j.c j.2c j.214d (6a 6b 6c)/(6a 2c sj.2c)/(whatever other ender) is like 3k, similar to 2b 3c RC tachi routes.

(chalking it up to operator error).

I have trouble with them too, there are a lot of strict timings, but the damage worth it, it's like 3k. I feel like you recover faster than it looks like after the airthrow, so just try to dash as early as possible.

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Stuff I've been using/learning...

Midscreen ;

(crouch confirm) 2B 5C 6C 63214B~6D j44C j2C 66 2B 6A 6B *D 63214C (I prefer 2D at the end. does 2.9k and gives a nice knockdown)

starter -> 6C 63214B~6D j44C j2C 66 2B 6A 2C jB jC j2C j*D (can be started off crouch confirms, counterhits, etc. Good)

B+C 5C 6C 63214B~2D 5B 5C 2C jC j2C j*D~66 (A combo I came up with myself, the beam hits between jC and j2C. Does fairly decent damage and side-change, along with granting pretty good oki. Can also be done off airthrow)

j2C 66 2B 2C sjC sjB sjC sj2C 66 2B 5C 6C 63214B~2D j44 jC j623C

Corner ;

2B 5C 3C 63214C 66 6A 6B 4D jB jC j2C j6D j66 jC j2C j5[D] (Combo video combo, 3.2k with amazing oki)

B+C 6A 6B 2D 63214C 6A 2C j2C j5[D] (Another combo I came up with myself, inspired by the airthrow combo HH uses. Can also be done off airthrow into corner)

jB+C (while cornered) 66 6A 6B 5D 63214C 66 5B j2C (The HH combo noted above, more consistent off of airthrows although it's nice to know both situations and combos for both regular throws and airthrows)

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Oh man you mean you have to do a 7jump for the IAD combos? I was wondering why my jB would be too low. All this time I've just been doing IAD jC > j2C.

Also anyone know what the best meterless FC combos are? I made up this one today, I'm sure it can be optimized further.

(midscreen) 6C FC > 5D > Ikutachi > j6D > 44jC > land, dash 5B > 5C > 5[D] > jB > jC > j2C > j6[D] > 66jC > j2C > 3C > 214[D] (j6[D] hits) > j2C (4.3k, 5.1k with Omoikane, builds 30 meter)

Edited by Zeromus_X

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Also anyone know what the best meterless FC combos are? I made up this one today, I'm sure it can be optimized further.

The one that is the most damaging from midscreen is probably the 2c or 6a airdash loop versions that was posted in the 2nd post, but i have a hard time consistently doing that

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Corner 2c ch 2[d] j.b j.c j.c j.5[d] 66a 6b 2[d] :j.b j.c j.2c j.5d 5c 2c sj2c = 4631/33

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Also anyone know what the best meterless FC combos are? I made up this one today, I'm sure it can be optimized further.

Old confirm is back as an option, im looking for fatal links tonight:

6c sod3 otg 2c 766 j.bc2c 2b 6a 5d sod 2c j.2c, forgot tbe values, but its really easy!

J.2c combos into ct if you cancel the landing recovery

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Here's one cool fatal combo. Not optimal though.

[j.2D on opponent in corner]>{4D}>{SOD}>[5D]+]4D[>Crush Trigger>5C+]5D[>2C>j.C>j.2C>662B>5C>2C>sj.2C>[j.5D]>662B>5C>~2C>]j.5D[+j.2C>OD>j.214D>6321466C (9222 Damage, 75% heat, OD)

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Here's one cool fatal combo. Not optimal though.

[j.2D on opponent in corner]>{4D}>{SOD}>[5D]+]4D[>Crush Trigger>5C+]5D[>2C>j.C>j.2C>662B>5C>2C>sj.2C>[j.5D]>662B>5C>~2C>]j.5D[+j.2C>OD>j.214D>6321466C (9222 Damage, 75% heat, OD)

Man, I swear, I'm just gonna send you an LGP to record this stupid shit, haha.

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6c sod3 otg 2c 766 j.bc2c 2b 6a 5d sod 2c j.2c, forgot tbe values, but its really easy!

I can get this to work great up until the end. Either the second SoD whiffs after 5D on different chars, or they pop out immediately when it hits due to SMP. Still, 4k-ish and 30 meter gain seems good.

Also something weird I ran into while practicing this combo...if you hit with Ikutachi so it OTGs, it seems like it isn't stein cancellable? For example, 6C FC > SoD (full charge) > Ikutachi will combo, but despite how much I mash D Mu will still go through the recovery of Ikutachi, very strange. It's no higher or lower in the air than doing a regular bnb off of 6C so I don't think it's height-related; it seems like an artificial restriction. Would've been baller to do a full charge SoD then go through the Ikutachi > charge stein route.

Edited by Zeromus_X

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I can get this to work great up until the end. Either the second SoD whiffs after 5D on different chars, or they pop out immediately when it hits due to SMP. Still, 4k-ish and 30 meter gain seems good.

Also something weird I ran into while practicing this combo...if you hit with Ikutachi so it OTGs, it seems like it isn't stein cancellable? For example, 6C FC > SoD (full charge) > Ikutachi will combo, but despite how much I mash D Mu will still go through the recovery of Ikutachi, very strange. It's no higher or lower in the air than doing a regular bnb off of 6C so I don't think it's height-related; it seems like an artificial restriction. Would've been baller to do a full charge SoD then go through the Ikutachi > charge stein route.

Tachi isn't instantly cancelable like normals, hit has a laye cancel window like SoD stein cancel, so she hits the ground first.

Sorry bro I notated that wrong, its supposed to be

6c sod3 662c iad j.bc2c 2b 6a 6b 6d j.abc djc2c =4531

Anyways. Here's the good shit.

Corner 2C Ch > 5[D] > SoD > 66:2c > 5[D] > ]D[ > CT > 5c > 2[D] > ]D[ > j.b > j.c > j.2c > j.214[d~] > 6c > 5d > Omohikane = 7609/50-25+25-50

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Alternative 6c FC combos for different hitconfirms, all of these work from starting positions, first one works even when your back is to the corner.

6c FC 5d 5c 2c late airdash j.c j.2c 2b 6a 6b 5d j.a j.b j.c dj.c j.2c (4k, when 6b hits too far from the corner)

6c FC 5d 5c 2c late airdash j.c j.2c 2b 6a 6b 6d SoD dash 5c 2c j.2c (4.2k, when 6b hits close enough to the corner)

6c FC 5d 9 j.c 5c 2d ]d[ j.b j.c j.2c j.d ad ]d[ j.c j.2c 2b ]d[ 6a 6b 6d SoD 5c 2c j.2c (4.2k, when 6b hits close enough to the corner)

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I got a decent FC from midscreen I can do it online so I call that easy XD.

doesn't work with back to corner but.

6C FC 5[D] j.2C, land dash 2B 6A 5[D]/6[D] J.B J.C J.2C J.5[d] AIRDASH J.C J.2C dash 2B 5C 63214C (4.3k+ instead of 2B 5C you can do 3C) I feel like I should be able to more but maybe later.

You can replace 6A with 5C as well but it feels less consistent so meh.

Also I got CH 3C A+B 6A 6B 5C 6C 63214B 44 j.C j.2C dash 3C 63214C (4.4k)

Edited by ShinsoBEAM

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Here's my 6c5d confirm

6c FC (midscreen) > 5[D] > 66~6a > 5c > ]D[ > 5[D] > j.b > j.c > j.2c > j.5[D] > ]D[ otg > 66~5c > 2c > ]D[ > 5[D] > j.c > j.2c > 3c > 214d> ]D[ > 214]D[ > j.2c = 4813/34

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6c FC (midscreen) > 5[D] > 66~6a > 5c > ]D[ > 5[D] > j.b > j.c > j.2c > j.5[D] > ]D[ otg > 66~5c > 2c > ]D[ > 5[D] > j.c > j.2c > 3c > 214d> ]D[ > 214]D[ > j.2c = 4813/34

Is it even possible to link the dash 6A after the first 5[D]? It just feels like there's not enough time. I can get the combo to work by replacing it with a regular 5D though.

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Is it even possible to link the dash 6A after the first 5[D]? It just feels like there's not enough time. I can get the combo to work by replacing it with a regular 5D though.

Yeah its regular 5d, really hard to notate on my phone :(

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